FX Reel 2008

hi guys,

Plz provide your valuable comments on my FX Reel 2008.

Here’s the link.

http://in.youtube.com/watch?v=Tew1M1kyYm0

Basic 3d comp

Hi,

I’m new to nuke and have been trying to put together a basic composite, however I’m stuck..

I have….

1/ Background footage.

2/ Some cg to go over that background.

3/ Then a foreground with a sequence of alpha channels to use as a mask for the foreground.

How do I go about getting the alpha channels to mask out the foreground?

I can do this in PS, AE, Combustion and Fusion.. however I’m struggling here.

any help is greatly appreciated…

many thanks,
Matt

3d Generalist Based in London

I am a 3d generalist with a 2 years experience working in
production. I graduated from New York University’s School of Continued
and Professional Studies, and have a Master’s degree in Digital
Imaging and Design. I primarily use Maya but I am also comfortable working with 3d
Studio Max. In addition I also use Zbrush,Mudbox for modelling.

I have been living in and freelancing in London since July and am looking for either fulltime or freelance work. My portfolio is available at http://www.zoubein.com. Please contact me if you have any questions.

Zoubein

Visual Result from Softbodie and Field

Hey all, I’m very new to this aspect and am experiementing with it in my own free time.

I wanted to try my hand at creating this unique effect:
http://www.flickr.com/photos/andreaskoller/2163086771/

Quote the creator: "The method is quite straight ahead:
Softbodies in Maya on a hi-res NURBS cylinder. Turbulence fields. X-Ray Shader with Sampler Info and ramp on transparency (you should find tutorials on how to build an X-Ray Shader). A Ramp on the color as well. Some Tweaking. Color correction in After-Effects with Hue/Saturation mostly and some colored layers."

Now, I decided to jump into my copy of maya and see if I couldn’t at least create the form. This is where my question starts. I can’t seem to get a visual representation of the turbulent field to display so I know if its working or not. Maybe the way I’m trying this is wrong, I don’t know. Some insight would be great in this.

Here’s my process so far:

•Create a Nurb cylinder
•Increase the subdivisions by a substantial amount
•With the cylinder selected I go to "Soft/Rigid Bodies" > "Create soft body"
•Then "Fields" > "Turbulence", and from here, I mess around with the various options for turbulence, but I’m not seeing any visual feedback of the results. Clearly i’m missing a step in my process, can anyone explain what I need to do to see the turbulence’s results?

Much appreciated.
~Bry

Dinosaur VFX (cg + live footage)

Hi there. This is my first post. Great forum!

Me and my friend are doing our final project at a cg school in sweden called gscept (www.gscept.com). Dinosaurs are cool. So we decided to make a cg dino integrated with live action footage.

I’ve never tried to mix cg with real footage before so Im hoping to get much help from you guys.

My first concern is about the lighting of this scene.

Here is a small ugly tracking test. The final movie will be 35 seconds long.
http://gscept.com/projects/08/ip3/pu…playblast1.mov

Question 1:
How do I go about and match all the detail in the lighting? There is a lot of trees, leafs blocking the sunlight and casting soft shadows on the ground. I want the same shadows to match ut perfectly on my dinosaur. Trees and so on is pretty easy. But how do i match everything else?
Only thing i can thing of is to built a lot of small objects blocking my directional light. But i think that would take forever to set up since I would have to testrender all the time to see if my objects are big enough or in the right place.
Second thing would be to make a gobo that does not match at all. And then try to do the real shadow matching in post. But I would not prefer this since 2d masking out shadows in post would never look as good as the real deal.

Question 2:
How would you set up the scene for this? Im thinking of using a directional light + HDRI + FG (mentalray). I do not have a HDRI matching the backplate. Could it work stitching together a LDR image from the backplate and use that as indirect lighting?

Hope some of you guys can help us along the way. Our deadline is in march.

Here is our blog for this project: http://blogs.gscept.com/2008/ip3/

Take care

/ Olle Rydberg

Mkv decoder for Nuke?

Is there any decoder for MKv in Nuke? I tried alot over net for Mkv decoder but nothing works and If I want to import a footage with Mkv extension then it doesnt work as the format is not supported…

Fusion 6 what happened?

What happened on the Fusion 6 release? Any updates? The last time i heard was at Siggraph. Now Eyeon removed the links from its website on Fusion 6 release. Nowhere to be found.

Best!

want to build 3d set to use in multiple shots from different footage

Hello,

I’m learning the 3d aspect of Nuke.

I want to construct a set..basically a room to be built with geometry. I’ve never done this before.

I’m with Nuke, Maya and Boujou.

I’d like to do this with just Nuke and would like to know if it’s possible.

I have a 2d shot that pulled greenscreen keys from.
This shot is now a 2d layer that I will comp over a 3d background set.

I want to create this 3d room that the actor will be standing in.

I know the distance the actor was standing from the camera.
I know the height of the camera.
It was a locked shot, no camera movement.

So when I create the set out of geometry I want to be able to position the actor at a relative distance to the geometry knowing how far he was standing from the camera.

The whole room will not appear in the shot as the room will be in "reality" much bigger.

So I will want to use this room for other greenscreen shots taken from the real camera and show the room at different perspectives.

I’ve never done this before so I was wondering if this is possible from Nuke, or anything you want to say based on your own perspective.

Also if it’s better to do something like this in Nuke alone or better to build the set in Maya and then import that into Nuke?

Mudbox 2009: Quickstart Series – Part 8

In these video tutorials you will learn about 32bit displacement, Mudbox to Vray (32bit displacement) and preparing mirrored UV

Quantum titles

MK12 Has a Blast with Quantum Main Titles, at VFXWorld.